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-   -   FireRed [HotM October 2009] Pokémon ToxicPurple (Team Rocket hack) (https://www.pokecommunity.com/showthread.php?t=167323)

ckret2 June 22nd, 2009 11:15 AM

Quote:

Originally Posted by Sky the Shaym (Post 4774364)
Thanks a lot for clearing that up and giving me ideas! I wanted to use sapphire or emerald to be able to catch KYOGRE in the story line, but hey! That's what scripting is for!

Yeah, it shouldn't be too hard to make you able to catch Kyogre. You could make a script to do that in Ruby pretty easily. (I would know, I've been dissecting Legendary scripts like crazy recently. It is harder than it looks to create a script where it's impossible for you to catch a wild Pokémon and you absolutely have to beat it to progress in the game. There are at least two points so far where that's required in ToxicPurple...)

Sky the Shaym June 22nd, 2009 11:47 AM

Quote:

Originally Posted by ckret2 (Post 4774602)
Yeah, it shouldn't be too hard to make you able to catch Kyogre. You could make a script to do that in Ruby pretty easily. (I would know, I've been dissecting Legendary scripts like crazy recently. It is harder than it looks to create a script where it's impossible for you to catch a wild Pokémon and you absolutely have to beat it to progress in the game. There are at least two points so far where that's required in ToxicPurple...)

That's cool, but i've been looking everywhere and i cant seem to find a dowload link for your hack! It looks sooooooooooooooooooooooooooo cool! I think the tricky part would be makinh the johto map and all the events! wow... But you can always talk to the guy who made shiny gold right?

Ian758 June 22nd, 2009 12:20 PM

This hack is epic, I don't care what others might think of it, its just, amazing, please keep this up! Its amazingly epic

ckret2 June 22nd, 2009 12:50 PM

Quote:

Originally Posted by Sky the Shaym (Post 4774762)
That's cool, but i've been looking everywhere and i cant seem to find a dowload link for your hack! It looks sooooooooooooooooooooooooooo cool! I think the tricky part would be makinh the johto map and all the events! wow... But you can always talk to the guy who made shiny gold right?

I don't intend to borrow anybody else's work in the making of my own hack. That includes maps, scripts, events, etc. Beyond the fact that it'd be lazy and would produce a hack that looks like somebody else's hack, the art styles really aren't compatible.

As for the download link, it's at the bottom of the first post. That's the patch, and the rom it patches onto is FireRed.

Since Johto has been brought up now (and since this thread could be a bit more relevant to he hack), I've got a couple of overworld sprites to show. One of them you've already seen, Jenny, but I've since figured out how to put new palettes into Overworld Editor, so she looks MUCH better now. The second one I created at the same time I was making Jenny's new palette, since it's going to use the same one: Kris, who will be a rival in Johto. She's not finished yet, but this is approximately what she'll look like. So, the two sprites:

http://i41.*.com/2zsn31i.jpg

Like I said, they're not quite done. In fact, Kris's hair has changed substantially since I saved the image shown above. (One wonders why I don't show you the new image. Well, you may keep wondering.)

I know, Kris doesn't have her red shirt. I call "artistic license." That, and palette limitations.

Samike360 June 22nd, 2009 12:56 PM

^Cool sprites :)

Your free to use my New Bark Town map if you want.

ckret2 June 22nd, 2009 1:12 PM

Quote:

Originally Posted by Samike360 (Post 4775045)
Your free to use my New Bark Town map if you want.

Thanks, but I've already made a New Bark Town map. And there's a special event in ToxicPurple that the map is specially designed to accommodate, so a general New Bark Town map wouldn't work very well.

MattKOTW June 22nd, 2009 1:43 PM

Played through the first mission, pretty fun. Will be interesting to see the storyline unfold. Are you going to give Jesse and James custom sprites, or are their appearance in the Rocket Hideout just an easter egg?

ckret2 June 22nd, 2009 1:53 PM

Quote:

Originally Posted by MattKOTW (Post 4775246)
Played through the first mission, pretty fun. Will be interesting to see the storyline unfold. Are you going to give Jesse and James custom sprites, or are their appearance in the Rocket Hideout just an easter egg?

I might give them custom sprites. The problem is that there's a limited number of OW sprites in the game, unless you go through a long process with hex editing to increase that number. As soon as I manage to get through that process without messing anything up I'll give them custom sprites, but until then, they'll just have to look like any other Grunts.

They're minor characters, but they do show up multiple times in the game.

Sarcastic Prince June 23rd, 2009 12:52 AM

Cool OW's. I hope to see more awesome stuff soon!

dragonarche June 23rd, 2009 12:55 AM

Vetty nice screenies
interesting story line too
be sure to move this to hacks showcase when the beta comes out
wishing you the verrry best of lucks
:)

altaria221 June 23rd, 2009 10:57 AM

Quote:

Originally Posted by dragonarche (Post 4777046)
Vetty nice screenies
interesting story line too
be sure to move this to hacks showcase when the beta comes out
wishing you the verrry best of lucks
:)

The beta is already out, but i beleive she wants to wait until she is completely finished before she moves it to the hacks showcase :)

ckret2 June 23rd, 2009 8:37 PM

Quote:

Originally Posted by altaria221 (Post 4778772)
The beta is already out, but i beleive she wants to wait until she is completely finished before she moves it to the hacks showcase :)

A "beta" is a hack release with significant amount of progress. The Showcase guidelines say that a Showcase-worthy beta needs to go through the first two gyms (or, I assume, their equivalent events). The ALPHA that is currently released on the first page is considerably shorter and buggier than a BETA would be, and in any case does not meet the standards necessary to be promoted to the Showcase, i.e., does not have enough plot to go through two gym-equivalent events.

You don't move to the showcase when you're "completely finished," just when you've got enough progress that it's worth showing off as a game that's definitely got the potential to be completed and is well on its way.

altaria221 June 23rd, 2009 8:44 PM

Quote:

Originally Posted by ckret2 (Post 4781009)
A "beta" is a hack release with significant amount of progress. The Showcase guidelines say that a Showcase-worthy beta needs to go through the first two gyms (or, I assume, their equivalent events). The ALPHA that is currently released on the first page is considerably shorter and buggier than a BETA would be, and in any case does not meet the standards necessary to be promoted to the Showcase, i.e., does not have enough plot to go through two gym-equivalent events.

You don't move to the showcase when you're "completely finished," just when you've got enough progress that it's worth showing off as a game that's definitely got the potential to be completed and is well on its way.

Oh sorry, i got confused for a sec

.com June 23rd, 2009 10:09 PM

Just played the alpha. It's nice, though short, but you'll have that with an alpha. Good luck :D

ThePastaThrower June 24th, 2009 1:26 AM

Hey ckret2, I think I sent you a PM asking to be on the team as a MIDI composer, but I never got an answer. Do you need custom music? I could make it for you.

pokéfanT June 24th, 2009 2:12 AM

Great game! when do you thinkalpha 2 is done?

ckret2 June 24th, 2009 9:57 AM

Quote:

Originally Posted by ThePastaThrower (Post 4781532)
Hey ckret2, I think I sent you a PM asking to be on the team as a MIDI composer, but I never got an answer. Do you need custom music? I could make it for you.

Sorry, I just hadn't gotten around to replying yet.

I don't think any custom music is necessary at this point. I've been planning on using the default FireRed music, with the addition of the Team Rocket song remix found on the Ruby rom. Beyond that, I don't think ToxicPurple needs any other custom music now.

As I get farther along in the hack, if I decide the game could use some other custom music, I'll let you know.

Quote:

Originally Posted by pokéfanT (Post 4781577)
Great game! when do you thinkalpha 2 is done?

It won't be done until I've finished cleaning up the problems from alpha 1, and have finished all the trainers and scripts for Route 10, Rock Tunnel, and part of Cerulean City. I've done a lot of the problems from alpha 1, part of Route 10, and pretty much all of Rock Tunnel.

By the way, it's against the rules to ask for when a release is going to be.

elliott 2 June 24th, 2009 10:21 AM

Best hack I've played so far.

ckret2 June 24th, 2009 10:59 AM

Good news! I figured out one of the trickiest scripts I've had to make yet; as far as I know, nobody else on PokéCommunity has figured out how to do this. (And if they have, shame on them for not speaking up when I went to the Script Help thread and asked if anyone knew how to do this.)

I've finally figured out how to script it so that you can't possibly progress in the game until you've beaten--not caught, not run from, but simply beaten--a Pokémon. Scripts already exist in the game, such as the Snorlax script, but the problem with that script is that you can get Snorlax to go away if you battle it and beat it, catch it, run from it, or faint against it. I've figured out how to manipulate that script to make a battle that you cannot get pass unless you make it faint, and ONLY make it faint.

That means no more chucking Great Balls at that Marowak, folks. :P (But that Great Ball has been removed anyway.)

It also means that if I want, I can make it so that if you battle Mewtwo and then run away from the battle, it'll make fun of you. ... No, I probably won't script Mewtwo to make fun of you. But I could if I wanted to.

Samike360 June 24th, 2009 12:31 PM

^Whoa you figured it out? Good job, I've been working on that and I coulden't do it.

Could you possible make a tutorial about it/tell us how/pm me how? It would be much appreciated.

HeartGoldnSoulSilver June 24th, 2009 1:51 PM

Which rom will I need to play this?

alo123 June 24th, 2009 1:54 PM

Quote:

Originally Posted by HeartGoldnSoulSilver (Post 4783587)
Which rom will I need to play this?

You need a Fire Red rom to play it

HeartGoldnSoulSilver June 24th, 2009 2:27 PM

I got it working. Finally my dream of joining team Rocket has come true. Lol.

ckret2 June 24th, 2009 2:29 PM

Quote:

Originally Posted by Samike360 (Post 4783266)
^Whoa you figured it out? Good job, I've been working on that and I coulden't do it.

Could you possible make a tutorial about it/tell us how/pm me how? It would be much appreciated.

I think it's too short for a tutorial, so I'll just describe it here. Here's the basic code, starting at the wildbattle:

Quote:

wildbattle 0x69 0xB 0x0
special2 0x800D 0xB4
compare 0x800D 0x1
if 0x1 goto @beat
compare 0x800D 0x4
if 0x1 goto @ranaway
msgbox @caughtit 0x6
release
end

#org @ranaway
msgbox @tryagainlater 0x6
release
end

#org @beat
msgbox @youwon 0x6
setflag 0x100
release
end

#org @tryagainlater
= Maybe I'll come back later.

#org @youwon
= Yeah! I beat it!

#org @caughtit
= Well, I guess I caught it, huh?
end
(I just left in the wildbattle from my level 11 Marowak script, but this isn't the exact same script I used.) The most important part is the special2. To figure out if you won the battle or not, after the wildbattle, you have to include the line "special2 0x800D 0xB4". This checks the previous wildbattle, and stores the result of that battle in the variable 0x800D.

The next lines of code check to see how the battle ended. This condition:

compare 0x800D 0x1
if 0x1 goto @something

will check to see if you made the wild Pokémon faint. If you did make it faint, you'll be sent to @something. So, if you want to make it so that a flag is only set after you beat the Pokémon, put the setflag under @something, and the only way it'll be set is if you make the Pokémon faint. (I used 100 in the example above but I don't know whether or not 100 is a free flag, I just used it for the example. Supply your own flag as necessary.) This condition:

compare 0x800D 0x4
if 0x1 goto @something2

will check to see if you ran away from the battle. So, I put dialogue there that will only pop up if you run away.

I don't know how to check to see if you CATCH the Pokémon (compare 0x800D 0x??), so the way this script is set up, it will assume that you caught the Pokémon if you didn't faint it or run away from it; hence, the "msgbox @caughtit 0x6" beneath the other two "compare 0x800D" conditions. I know that in the actual game, there variable "compare 0x800D 0x5" is also used, but in every script it's used it's treated the same way as 0x4 is. In other words, it also says "if 0x1 goto @something2". My hypothesis is that MAYBE 0x5 means "ran away by using Roar/Teleport/Whirlwind/Pokémon Doll," but I don't know for sure yet. To be safe, you may want to put this code:

compare 0x800D 0x5
if 0x1 goto @something2

just to be on the safe side, since that's what the original game code does.

You can do a couple other tricks with this code too, so maybe I will do a tutorial on it at some point. :P Anyway, that should be enough explanation to get the battle to work.

Zamith June 24th, 2009 8:49 PM

A pretty amazing job I might say. But maybe you could put it somewhere among the tutorials This might be very useful to plenty of hacks, but is surely going to be lost forever if left only here. Especially considering this is such a popular topic!


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